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	<title>Jonas Heide Smiths notesblog&#187; self-constraint</title>
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	<link>http://jonassmith.dk/weblog</link>
	<description>Mest om spil og webkommunikation. Indfald og udfald. En del ejefald.</description>
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		<title>Spildesigner: Vi overtager dit liv</title>
		<link>http://jonassmith.dk/weblog/spildesigner-vi-overtager-dit-liv/</link>
		<comments>http://jonassmith.dk/weblog/spildesigner-vi-overtager-dit-liv/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 20:16:26 +0000</pubDate>
		<dc:creator>Jonas Heide Smith</dc:creator>
				<category><![CDATA[Hot stuff]]></category>
		<category><![CDATA[Computerspil]]></category>
		<category><![CDATA[Jesse Schell]]></category>
		<category><![CDATA[self-constraint]]></category>

		<guid isPermaLink="false">http://jonassmith.dk/weblog/?p=655</guid>
		<description><![CDATA[<p>Hvis du ikke følger så nøje med i spilverdenen, kan det være undgået din opmærksomhed. Men for et par uger siden forklarede spildesigner Jesse Schell, hvordan din verden snart bliver ét stort computerspil.<br /> <a title="Photo Sharing" href="http://www.flickr.com/photos/jonassmith/4439131582/"></a> </p> <p>Spiludviklere er sjældent kunstnere med stort K. De er oftere ingeniører eller arkitekter (folk som er [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Hvis du ikke følger så nøje med i spilverdenen, kan det være undgået din opmærksomhed. Men for et par uger siden forklarede spildesigner Jesse Schell, hvordan din verden snart bliver ét stort computerspil.</strong><br />
<a title="Photo Sharing" href="http://www.flickr.com/photos/jonassmith/4439131582/"><img src="http://farm5.static.flickr.com/4008/4439131582_87f577c372.jpg" alt="Reality - worst game ever" width="500" height="412" /></a><strong> </strong></p>
<p>Spiludviklere er sjældent kunstnere med stort K. De er oftere ingeniører eller arkitekter (folk som er interesseret i at bygge noget, der kan <em>bruges</em>) og de er ikke helt sjældent filosofisk anlagt. Nogle mener at deres disciplin har relevans langt udover din spillekonsol hjemme i stuen  &#8211; at spildesignprincipper faktisk har relevans som en art appliceret adfærdspsykologi. Anyway, for et par uger siden holdt spiludvikler Jesse Schell et &#8211; i spilkredse &#8211; meget omtalt oplæg.<br />
Han havde tre grundlæggende pointer:</p>
<ul>
<li><strong>Mens spildesignere traditionelt har arbejdet med det fantastiske, så har de senere års kæmpesuccesser været solidt funderet i virkeligheden</strong>. Det har handlet om guitarer, (stue)bowling og tøjdyr.</li>
<li><strong>Den herskende opfattelse er at teknologi konvergerer. Men det er vrøvl: I virkeligheden divergerer teknologien</strong>.</li>
<li><strong>Spildesign handler om at motivere</strong>. Og så snart der kan bygges elektronik ind i en given genstand, så kan den også indgå i et motivationssystem. Når din tandbørste får indbygget chip, så kan du få point, når du har børstet længe nok. Står du op til tiden, kan du få point fra dit vækkeur, og husker du cykelhjelmen. kan du få point som måske end da udløser bonus hos dit forsikringsselskab.</li>
</ul>
<p>De første to pointer skal vi ikke spilde tid på (de er i øvrigt ret tvivlsomme).</p>
<p>Den tredje er interessant. Tænk hvis vi kunne designe vores omverden således, at den konstant motiverede os til at træffe de valg vi overordnet set ønsker at træffe. Altså en omverden, der belønner os for at dyrke motion, spise sundt, se mindre fjernsyn og opføre os fornuftigt i trafikken. Jeg ved det, de dystopiske vinkler trænger sig på (overvågning, umyndiggørelse&#8230;) men vi designer i høj grad allerede vores omgivelser på en måde, som skal mindske fristelser og hjælpe dyderne (som jeg har talt om <a href="http://jonassmith.dk/weblog/tag/self-constraint/">en gang</a>).</p>
<p>Jeg er ikke sikker, men jeg tror nødigt, jeg vil se princippet appliceret på mellemmenneskelige relationer. Tandbørsten, løbeskoene og strømbesparelsen derimod? De måtte faktisk godt ligne Assasin’s Creed lidt mere.</p>
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<p>Lignende indlæg:</strong>
<ul class="similar-posts"><a href="http://jonassmith.dk/weblog/pling-du-far-3-point-for-at-huske-cykelhjelmen/" rel="bookmark" title="23/08/2010">Pling! Du får 3 point for at huske cykelhjelmen</a> (23/08/2010)</p>
<p><a href="http://jonassmith.dk/weblog/hvad-med-kulturministeren-om-computerspil/" rel="bookmark" title="04/06/2010">Hvad mener kulturministeren om computerspil?</a> (04/06/2010)</p>
<p><a href="http://jonassmith.dk/weblog/artikel-om-computerspil-og-fantasy/" rel="bookmark" title="21/12/2011">Artikel om computerspil og fantasy</a> (21/12/2011)</p>
<p><a href="http://jonassmith.dk/weblog/en-forbloffende-god-bog-om-computerspil/" rel="bookmark" title="07/10/2011">En forbløffende god bog om computerspil</a> (07/10/2011)</p>
<p><a href="http://jonassmith.dk/weblog/computerspil-skaber-vold-ligesom-b%c3%b8rn-kommer-med-storkene-ikke/" rel="bookmark" title="09/04/2005">Computerspil skaber vold &#8211; ligesom børn kommer med storkene, ikke?</a> (09/04/2005)
</ul>
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		<title>The Power of Weakness 4: Some preliminary definitions</title>
		<link>http://jonassmith.dk/weblog/the-power-of-weakness-4-some-preliminary-definitions/</link>
		<comments>http://jonassmith.dk/weblog/the-power-of-weakness-4-some-preliminary-definitions/#comments</comments>
		<pubDate>Sat, 12 Jul 2008 20:54:40 +0000</pubDate>
		<dc:creator>Jonas Heide Smith</dc:creator>
				<category><![CDATA[Hot stuff]]></category>
		<category><![CDATA[definitions]]></category>
		<category><![CDATA[self-constraint]]></category>
		<category><![CDATA[strategic impotence]]></category>

		<guid isPermaLink="false">http://jonassmith.dk/weblog/?p=407</guid>
		<description><![CDATA[<p><a href="http://www.flickr.com/photos/minebilder/197328450/" title="1030 calories... by Rune T, on Flickr"></a>So Jonas, what is this &#8220;power of weakness&#8221; thing you keep going on about? you, the implied reader, ask.<br /> And I want to thank you for taking the time, because that is a truly relevant inquiry. </p> <p>The whole thing revolves around something which I find [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/minebilder/197328450/" title="1030 calories... by Rune T, on Flickr"><img src="http://farm1.static.flickr.com/58/197328450_a99ff6956f.jpg" width="500" height="500" alt="1030 calories..." /></a>So Jonas, what is this &#8220;power of weakness&#8221; thing you keep going on about? you, the implied reader, ask.<br />
And I want to thank you for taking the time, because that is a truly relevant inquiry. </p>
<p>The whole thing revolves around something which I find fascinating: That, in many diverse situations, we go out of our way to inhibit ourselves. We set up our environment in ways which limit us from making certain choices in the future. And we do so intentionally in order to gain an advantage.</p>
<p>The phenomenon is curious, since intuitively more options is better. In practice this is often not the case and examples are easy to come by: The dieter cleans out the fridge to eliminate temptations, the would-be cigarette quitter makes sure that the house is cigarette free, the writer shuts down his internet browser to avoid the temptation of checking online newspapers. </p>
<p>In these examples, a person fears that his future self will not share his current preferences. The current you prefers not having a chocolate bar to having one, but you fear that the person you will be in an hour will feel differently. In a sense, you&#8217;re engaged in a conflict with your future self. </p>
<p>Notably, this is different from merely fearing that your future self will not remember that which you presently have in mind. You&#8217;re acutely aware that you&#8217;re out of milk, but you fear that your future self (faced with the distractions of a thousand special supermarket offers) will (once again) forget to buy a certain dairy product. So you influence the cognitive focus of your future self by that powerful technique: The shopping list. This is not an example of the power of weakness, since your future self is not restrained, merely reminded of what he actually wants to do.</p>
<p>The power of weakness is not, however, limited to your battles with your fickle future self. Yes, I&#8217;m referring to the mass of mobile shapes commonly referred to as &#8220;other people&#8221;. At times, you want to limit your future options in order to elicit a particular response from someone else. This is something I&#8217;ll come back to ad nauseam, but a banal example is the commonly used strategy used whenever two people engage in that little left-or-right dance in which they need to move past each other without collision: To visibly commit to one side and avert one&#8217;s eyes (thus limiting one&#8217;s options as of this very moment). The message is this: We have no obvious way of solving this coordination problem and it doesn&#8217;t actually matter (i.e. no-one wins and loses) who does what, so I&#8217;ll simply choose left now thank you very much.</p>
<p>So, the power of weakness is: <em>The phenomenon that, in certain situations, limiting one&#8217;s future options bestows a personal advantage.</em></p>
<p>Stay tuned for burning ships, suicidal drivers, kidnappers, speech acts, and bee wax.<strong></p>
<p>Lignende indlæg:</strong>
<ul class="similar-posts"><a href="http://jonassmith.dk/weblog/the-power-of-weakness-2-lead-me-not-into-instant-messaging/" rel="bookmark" title="29/06/2008">The Power of Weakness 2: Lead me not into instant messaging</a> (29/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/the-power-of-weakness-3-norwegian-news-flash/" rel="bookmark" title="03/07/2008">The Power of Weakness 3: Norwegian News Flash</a> (03/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/choose-your-users-with-care-objects/" rel="bookmark" title="20/06/2008">The Power of Weakness 1: Choose your users with care, objects!</a> (20/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/sign-me-up-as-untrustworthy/" rel="bookmark" title="04/05/2007">Sign me up as untrustworthy</a> (04/05/2007)</p>
<p><a href="http://jonassmith.dk/weblog/spildesigner-vi-overtager-dit-liv/" rel="bookmark" title="16/03/2010">Spildesigner: Vi overtager dit liv</a> (16/03/2010)
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		<title>The Power of Weakness 3: Norwegian News Flash</title>
		<link>http://jonassmith.dk/weblog/the-power-of-weakness-3-norwegian-news-flash/</link>
		<comments>http://jonassmith.dk/weblog/the-power-of-weakness-3-norwegian-news-flash/#comments</comments>
		<pubDate>Thu, 03 Jul 2008 19:26:08 +0000</pubDate>
		<dc:creator>Jonas Heide Smith</dc:creator>
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		<category><![CDATA[self-constraint]]></category>
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		<guid isPermaLink="false">http://jonassmith.dk/weblog/?p=406</guid>
		<description><![CDATA[<p><a href="http://www.flickr.com/photos/jechstra/2319982281/" title="Trond Giske taler pﾌ NBF-m﾿tet by jechstra, on Flickr"></a><br /> Image 1: Trond Giske, Norwegian minister of culture</p> <p>Technically we&#8217;re off topic here (unless our topic is very broad indeed) but I just realized that the near-Danes of Norway have taken a drastic approach to the lure of gaming.</p> <p>Distressed with the rise [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/jechstra/2319982281/" title="Trond Giske taler pﾌ NBF-m﾿tet by jechstra, on Flickr"><img src="http://farm4.static.flickr.com/3123/2319982281_146d03d628.jpg" width="500" height="334" alt="Trond Giske taler pﾌ NBF-møtet" /></a><br />
<strong>Image 1: Trond Giske, Norwegian minister of culture</strong></p>
<p>Technically we&#8217;re off topic here (unless our topic is very broad indeed) but I just realized that the near-Danes of Norway have taken a drastic approach to the lure of gaming.</p>
<p>Distressed with the rise of gambling addiction, the Norwegian government last year chose to ban all privately owned gambling machines. Lest riots should appear, the government is rolling out strictly controlled tailor-made machines which uphold a strict time and money limit and which are intentionally free of all the bells and whistles which normally attract gamers/gamblers. </p>
<p>Now, this is not <em>directly</em> related to the power of weakness, but a government <em>is</em> arguably a group&#8217;s way of controlling itself by adjusting the attraction of certain actions. I&#8217;ll get back to that in a later post. Right now I just thought that this was interestingly drastic and game-related to boot.</p>
<p>More details from <a href="http://www.forbes.com/feeds/ap/2008/06/12/ap5110627.html">Associated Press</a> and for pictures of the unattractive wonder see <a href="http://www.vg.no/nyheter/innenriks/artikkel.php?artid=188223">VG</a>. <strong></p>
<p>Lignende indlæg:</strong>
<ul class="similar-posts"><a href="http://jonassmith.dk/weblog/the-power-of-weakness-4-some-preliminary-definitions/" rel="bookmark" title="12/07/2008">The Power of Weakness 4: Some preliminary definitions</a> (12/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/the-power-of-weakness-2-lead-me-not-into-instant-messaging/" rel="bookmark" title="29/06/2008">The Power of Weakness 2: Lead me not into instant messaging</a> (29/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/choose-your-users-with-care-objects/" rel="bookmark" title="20/06/2008">The Power of Weakness 1: Choose your users with care, objects!</a> (20/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/never-underestimate-the-power-of-atari-today/" rel="bookmark" title="11/10/2006">Never underestimate the power of Atari Today</a> (11/10/2006)</p>
<p><a href="http://jonassmith.dk/weblog/university-merger-plans-11/" rel="bookmark" title="21/06/2006">The hills are alive with the sound of mergers</a> (21/06/2006)
</ul>
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		<title>The Power of Weakness 2: Lead me not into instant messaging</title>
		<link>http://jonassmith.dk/weblog/the-power-of-weakness-2-lead-me-not-into-instant-messaging/</link>
		<comments>http://jonassmith.dk/weblog/the-power-of-weakness-2-lead-me-not-into-instant-messaging/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 19:25:01 +0000</pubDate>
		<dc:creator>Jonas Heide Smith</dc:creator>
				<category><![CDATA[Hot stuff]]></category>
		<category><![CDATA[Darkroom]]></category>
		<category><![CDATA[Gmail]]></category>
		<category><![CDATA[jDarkroom]]></category>
		<category><![CDATA[self-constraint]]></category>
		<category><![CDATA[strategic impotence]]></category>
		<category><![CDATA[Writeroom]]></category>

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		<description><![CDATA[<p>Working the way I usually do &#8211; backed up powerfully by Wikipedia, Google; seriously revising drafts etc. &#8211; I sometimes wonder how on Earth pre-computer people were able to do any serious writing.</p> <p>Of course, I also &#8211; paradoxically &#8211; sometimes wonder if I wouldn&#8217;t be able to work faster, better and with far greater [...]]]></description>
			<content:encoded><![CDATA[<p>Working the way I usually do &#8211; backed up powerfully by Wikipedia, Google; seriously revising drafts etc. &#8211; I sometimes wonder how on Earth pre-computer people were able to do any serious writing.</p>
<p>Of course, I also &#8211; paradoxically &#8211; sometimes wonder if I wouldn&#8217;t be able to work faster, better and with far greater personal gratification if it was just me and a clunky old type-writer alone in a secluded cabin deep in some Swedish forest. </p>
<p>I suppose most of us feel that way. Distractions and how to manage them is certainly <a href="http://lifehacker.com/software/lifehacker-top-10/top-10-distraction-stoppers-311387.php">a prevalent topic</a> on blogs such as <a href="http://lifehacker.com/">Lifehacker</a> (offering tips on all aspects of your digital existence). Witness also the rise of no-nonsense retro-style full-screen word processors such as <a href="http://hogbaysoftware.com/products/writeroom">Writeroom</a> and <a href="http://they.misled.us/dark-room">Dark Room</a>. These offer to limit your options, for a price (while <a href="http://www.codealchemists.com/jdarkroom/">jDarkroom</a> does it for free).</p>
<p><a href="http://www.flickr.com/photos/jonassmith/2622132340/" title="jDarkroom by Agent Smith, on Flickr"><img src="http://farm4.static.flickr.com/3074/2622132340_b602914ef8.jpg" width="500" height="322" alt="jDarkroom" style="float:none;"/></a><br />
<strong>Image 1: jDarkroom</strong></p>
<p>Riding the wave, Gmail just introduced a useful new feature, giving users the ability to shut down email for a while.</p>
<p><a href="http://www.flickr.com/photos/jonassmith/2621321265/" title="Gmail_email_addict by Agent Smith, on Flickr"><img src="http://farm4.static.flickr.com/3187/2621321265_f4953d758d.jpg" width="500" height="63" alt="Gmail_email_addict" style="float:none;"/></a><br />
<strong>Image 2: Gmail&#8217;s Email Addict feature</strong></p>
<p>Such features clearly minimise distractions such as blinking new-email notifiers. But they also help us minimize temptations, that is they help us control our future behaviour by hiding temptations.<strong></p>
<p>Lignende indlæg:</strong>
<ul class="similar-posts"><a href="http://jonassmith.dk/weblog/the-power-of-weakness-4-some-preliminary-definitions/" rel="bookmark" title="12/07/2008">The Power of Weakness 4: Some preliminary definitions</a> (12/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/the-power-of-weakness-3-norwegian-news-flash/" rel="bookmark" title="03/07/2008">The Power of Weakness 3: Norwegian News Flash</a> (03/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/choose-your-users-with-care-objects/" rel="bookmark" title="20/06/2008">The Power of Weakness 1: Choose your users with care, objects!</a> (20/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/degrees-of-evil/" rel="bookmark" title="13/10/2004">Degrees of evil</a> (13/10/2004)</p>
<p><a href="http://jonassmith.dk/weblog/facebook-is-upon-us/" rel="bookmark" title="11/12/2007">Facebook is upon us</a> (11/12/2007)
</ul>
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		<title>The Power of Weakness 1: Choose your users with care, objects!</title>
		<link>http://jonassmith.dk/weblog/choose-your-users-with-care-objects/</link>
		<comments>http://jonassmith.dk/weblog/choose-your-users-with-care-objects/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 20:02:53 +0000</pubDate>
		<dc:creator>Jonas Heide Smith</dc:creator>
				<category><![CDATA[Hot stuff]]></category>
		<category><![CDATA[child locks]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[profound depth]]></category>
		<category><![CDATA[self-constraint]]></category>

		<guid isPermaLink="false">http://jonassmith.dk/weblog/?p=403</guid>
		<description><![CDATA[<p>I&#8217;m immensely fascinated by the ways in which we, the alleged Homo Sapiens, set up our environments and construct our objects in order to make them difficult to navigate and use. </p> <p>And I&#8217;m not being the least bit sarcastic here. We do, deliberately, and for excellent reasons, limit others and (even, more fascinatingly, ourselves) [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m immensely fascinated by the ways in which we, the alleged Homo Sapiens, set up our environments and construct our objects in order to make them difficult to navigate and use. </p>
<p>And I&#8217;m not being the least bit sarcastic here. We do, deliberately, and for excellent reasons, limit others and (even, more fascinatingly, ourselves) from easily taking certain causes of action in the future.<br />
Now, this general topic is of profound depth and importance. We&#8217;ll discuss that another time then, shall we?</p>
<p>Today, let&#8217;s limit ourselves to a mere minor aspect of these big questions: <strong>Designed objects which, by their design, test and select their users. </strong></p>
<p>The most common of such objects is <em>the lock</em>. The lock is an object which selects among the pool of possible users by being inoperable without <em>the key</em>.  Thus, a lock requires the user to be in possession of a certain object. </p>
<p>Objects can test users in two other ways.</p>
<p>First, they can test for <em>a certain knowledge</em>. This is merely another type of lock, typically manifested as the need to know a password.</p>
<p>Second, an object can test for <em>a certain characteristic</em> (and here I use the term characteristic to also cover abilities). </p>
<p><a href="http://www.flickr.com/photos/jonassmith/2508530059/" title="Child lock mechanism by Agent Smith, on Flickr"><img src="http://farm3.static.flickr.com/2186/2508530059_528b6112ef.jpg" width="500" height="183" alt="Child lock mechanism" style="float:none;"/></a><br />
<strong>Image 1: To open, you need to hold down the small white button, while first turning then sliding the lock to the left</strong></p>
<p>An example of the latter is the child lock. The child lock is meant to impose minimal annoyance on the adult user wanting to open a window or a kitchen cupboard, while making it impossible (or very difficult) for a young child to operate it. A child lock typically tests for several characteristics: Physical strength, logical thinking, and dexterousness. </p>
<p><a href="http://www.flickr.com/photos/jonassmith/2509356494/" title="Billede083 by Agent Smith, on Flickr"><img src="http://farm3.static.flickr.com/2222/2509356494_7b51022f02.jpg" width="375" height="500" alt="Billede083" style="float:none;" /></a><br />
<strong>Image 2: To get onto this climbing wall, you need to be of a certain height</strong></p>
<p>The alternative to child locks (in the broadest sense) is often complete inoperability (blocking the window until the child grows up) or posting a human evaluator/guard. The latter approach is The Amusement Park approach &#8211; amusement park rides often demand that users be of a certain height. But unless the guard is awake, anyone could get on board.</p>
<p>Now you&#8217;re entitled to your own aesthetics, but in my opinion the child lock approach is by far the more elegant. I think objects which cannot be used by users who shouldn&#8217;t are simply cool. </p>
<p>Of course, we can the discuss how this relates to things like <a href="http://en.wikipedia.org/wiki/Langdon_Winner">the politics of artefacts</a> if you&#8217;re interested&#8230;</p>
<p>Oh, a knowledge test <a href="http://www.allowe.com/Larry/1questions.htm">is sometimes used to test for age</a>&#8230; But it&#8217;s pretty inaccurate and often functions more like a test of whether the user can read and use Google.<strong></p>
<p>Lignende indlæg:</strong>
<ul class="similar-posts"><a href="http://jonassmith.dk/weblog/the-power-of-weakness-3-norwegian-news-flash/" rel="bookmark" title="03/07/2008">The Power of Weakness 3: Norwegian News Flash</a> (03/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/the-power-of-weakness-2-lead-me-not-into-instant-messaging/" rel="bookmark" title="29/06/2008">The Power of Weakness 2: Lead me not into instant messaging</a> (29/06/2008)</p>
<p><a href="http://jonassmith.dk/weblog/the-power-of-weakness-4-some-preliminary-definitions/" rel="bookmark" title="12/07/2008">The Power of Weakness 4: Some preliminary definitions</a> (12/07/2008)</p>
<p><a href="http://jonassmith.dk/weblog/spildesigner-vi-overtager-dit-liv/" rel="bookmark" title="16/03/2010">Spildesigner: Vi overtager dit liv</a> (16/03/2010)</p>
<p><a href="http://jonassmith.dk/weblog/gaming-culture-treasure/" rel="bookmark" title="27/06/2005">Gaming culture treasure</a> (27/06/2005)
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